The Chaos Horde tore through the Border Princes, rampaging and ravaging all in their path. It wasn’t until they reached Winter’s Teeth Pass that the great Tamurkhan almost felt defeat. The scenario represents the near-catastrophic series of ambushes Tamurkhan’s horde suffered while attempting to force their way through the deadly heights of Winter’s Teeth Pass.
Scenario Rules for Campaign Phase 5 – The Sundered Pass
Special Scenario: Sundered Pass (3 CP to the victor)
The Scenarios: (roll a D6 to determine what battle you play – or you may elect to play the Special scenario instead)
1-3 Battle for the Pass (1 CP to the victor – see the Warhammer Rulebook)
4 Meeting Engagement (1 CP to the victor – see the Warhammer Rulebook)
5 Heroic Last Stand* (2 CP to the victor – Chaos player always the one making the Last Stand)
6 Hold the High Ground* (2 CP to the victor) – Fought as a Grand Battle or a Storm of Magic scenario (2 CP to the victor) as chosen.
* – Narrative scenario from the Warhammer Rulebook
This phase represents the darkest hour for the Chaos Horde forces in Tamurkhan’s saga as they are divided and trapped with nowhere to run. Regardless of the scenario being played one unit of the owning player’s choice in an Opposition army can be given the Ambushers special rule. The Chaos Horde player can reroll their first failed Panic Test.
Victory Effects: Victory effects will be listed when the final scenario is released.
The Sundered Pass
The scenario represents the near-catastrophic series of ambushes Tamurkhan’s horde suffered while attempting to force their way through the deadly heights of Winter’s Teeth Pass.
Armies: This scenario is for two players. The Chaos Horde represents the Defender, and the Opposition the Attacker. Each player chooses their army list from the Warhammer Army book to an agreed points value. Any Grand Battle of 3500 points or more should allow the Chaos Horde player to feel free to use the Great Host of Chaos rules if both sides agree.
The Battlefield: The battlefield is set up in an identical way to the Battle for the Pass scenario found on page 146 of the Warhammer Rulebook. With D6 pieces of scenery scattered along the length of the pass (in this case rock falls, ruins and pools are particularly appropriate, Mysterious scenery should not be used in this scenario). In the case of larger Grand Battle; a double sized tabled might be more appropriate. The long table edges represent the jagged and impenetrable rocks of the mountain pass (see Scenario special rules).
Deployment: Roll to see which player picks the half of the table they wish to deploy in. Their opponent deploys in the other half. Note the game in this case is played along the length of the table, rather than across it.
Units may be placed anywhere in their player’s half of the table that is more than 12” away from the center line.
Players take turns to place units on the table using the alternating method of deployment as described on page 142 of the Warhammer rulebook.
The Attacker, if they wish, may place a single unit per 1000 points of their army, of their choice (other than a character), in reserve and have them arrive later (see Sneaky Tricks in this scenario’s Special Rules)
First Turn: Roll off to see who has first turn. The player who finished deploying first receives a +1 to their roll.
Game Length: The game lasts for six turns or until an agreed upon time limit by players.
Victory Conditions: Standard victory conditions are used to determine the winner of the battle, and in addition any Defender units within 12” of the Attacker’s table edge at the end of the game (fleeing units do not count) gain a bonus of 100 Victory points each.
Scenario Special Rules:
Bottleneck: See page 146 of the Warhammer Rulebook.
Attacker units held in reserve must enter the board from the otherwise impassable long table edges (they do not take dangerous terrain tests for entering only fleeing – also this represents them attacking after hiding in the caverns and ruins within the mountains).
Special Option: Night Goblin Attack!!!!
As a special variant of this scenario, if the Attacking force can be described as a Night Goblin army (i.e. it’s General is a Night Goblin character and its minimum Core units are made up of Night Goblins) then it gains a special bonus in the form of terrifying (and terrifyingly unpredictable) Colossal Squigs in the game if they have models for them. You can model these yourself using suitably large bases (such as an Arachnarok base) or make use of spurious pumpkins with angry faces painted on. Attackers receive one such Colossal Squig per 1000 points in their army. They are held in reserve and enter play as per a Sneaky Tricks unit as described previously.
Colossal Squigs have the following profile:
M WS BS S T W I A LD
4d6 2 0 6 6 6 1 D6 3
Troop Type: Monster
Special Rules: Large target, Terror, Random Movement (4d6), Fall’s Apart and Dinner Dinner!
Falls Apart: When a Colossal Squig dies, it collapses in a tide of offal and half-digested meat. Every model in base contact suffers a Strength 3 automatic hit.
Dinner’s Dinner!: When the Colossal Squiq’s random movement brings it into contact with a unit, either friend or foe, it will attack it normally as if it was an enemy, and counts as charging that unit. This combat will continue until resolved normally. These appalling creatures are too dull witted and hungry to care!
Please make sure to report your battles to me in person, at email@example.com or through the Ordo Fanaticus forums (http://www.ordofanaticus.com/forum) and message me as Sylvos.